Hope economy
Metadata

Expending Hope

HOPE BONUS: An adventurer about to make a die roll can spend 1 Hope to gain (1d).

  • An INSPIRED adventurer using a Hope Bonus gains (2d) instead of (1d).

  • SUPPORT: An adventurer may make an effort to help a Companion who is making a Skill roll, spending 1 Hope to grant an additional (1d) to their roll. Giving Support to one’s FELLOWSHIP FOCUS grants (2d).

MAGICAL SUCCESS: An adventurer who has a magical talent or relevant artefact can spend 1 Hope before a Skill roll to achieve an automatic success. Only roll the Success dice, disregarding their sum, to check for higher degrees of success.

Recovering Hope

FELLOWSHIP POOL: During the Adventuring Phase, whenever the Company is resting, they can spend any number of Fellowship points to recover an equal number of Hope points (players must agree how to distribute them). Fellowship points are fully refreshed at the end of each gaming session.

RESTORING HOPE: During a non-Yule Fellowship phase, adventurers regain Hope equal to their HEART score.

JOURNEY EVENT Joyful Sight If the roll succeeds, all Company members regain 1 Hope.

PROLONGED REST: After a night’s sleep, adventurers recover all lost Endurance points (or a number of Endurance points equal to their STRENGTH score if their Wounded box is checked). They also regain a single point of Hope if they are at zero Hope.

Hope and Shadow

HOPELESSNESS: Adventurers become Miserable when their Shadow score equals or exceeds their current Hope. Rolling an EYE on the Feat die now produces an automatic failure. If their Shadow score equals their maximum Hope, all their rolls become Ill-favoured, and they can only get rid of Shadow by suffering a bout of Madness.